automation system

January 2022

Sanofi Genzyme - Atopic dermatitis

client : Business Stratégie Communication Category : Development

Augmented reality application for the occasion of a trade show for Sanofi laboratories via Business Stratégie Communication. The application is an internal application for doctors on the show to understand the mechanisms of atopic dermatitis.The application was used mainly on iPad tablets, but it was also available for Android.

The app uses Vuforia for 2d marker recognition (2 markers only). I had to develop a camera movement smoothing system to avoid AR-related tracking shakes when moving too far away from the marker. The refraction shaders were made using Shader Graph (see my tests about it).
Unity 3d 2021.1.28f1 + Vuforia 10.3.2

Unity 3d developer, Vuforia developer

December 2020

Lunetic

client : Moonrise Category : Development

I just finished the development on a POC ("Proof of Concept") for a 3d tool intended for opticians. I was in charge of the 3d part. The principle is simple: the user places dots on the scanned face of the client (by the iPad's Lidar system), algorithms (developed by Lunetic) then allow the placement and choice of the sizes of glasses in a catalog depending on the data collected. The customer can therefore visualize his face with the glasses of his choice.
The tool is of course linked to a database (models, colors, sizes etc ...) and it allows to generate a basket, take screenshots and place an order to send the result to the customer.The application was developed by Moonrise in Swift for iPad. The Unity 3d module that I implemented has been integrated and dialogues with the native layer.

This professional application is reserved for opticians. Technically, the 3d part was developed with Unity 3d 2020.1.17f1 in URP and exchanges are done in json and xml.

Unity 3d freelance developer, optic, Unity 3d development

April 2020

Sanofi augmented reality

client : Business Stratégie Communication Category : Development

As part of an event in a show for Sanofi via BSC, I developed an iPad augmented reality application.
The Vuforia-based application detects a series of markers in a tunnel specially created for the occasion at the show. These markers describe the inflammatory processes in the bronchial system.For the occasion, the new URP (Universal Render Pipeline) engine from Unity 3d (C#) was used as well as Shader Graph for the design of specific shaders (notably refraction and Fresnel). Due to the large number of elements to display, the application has been the subject of many optimizations.

Unity 3d developer, augmented reality developer, Vuforia, shader graph

February 2020

Unity raytracing (sequel)

Category : None

Still in the context of my investigations on raytracing in Unity using the latest package (still in preview) of real-time raytracing based on the most recent Nvidia GPUs, here is a small and very short test video. The lack of time, but especially the lack of stability of the functionality, and the incessant crashes did not allow me to push much further the tests.
I had planned a lot more, but, at the time of writing this post (February 2020), raytracing under Unity is still in pre-release. It is therefore absolutely not possible (and I confirm) to use it serenely in production for the moment unfortunately.
Nevertheless, the results, although succinct and limited, are still encouraging. Hopefully Unity will (finally) produce an efficient real-time GI system ... and one that works ... maybe with this techno ?
I'll test this further when the raytracing will be much more stable.
Configuration used :
Nvidia GTX 1080m
Unity 2019.3.0f6
HDR 7.1.8

Unity 3d developer, Unity realtime raytracing

February 2020

VFX Graph underwater effect

Category : None

Still in the context of my Visual Graph tests from Unity 3d, I tried the point cache system. It still lacks functionality and a few bugs remain, but the whole thing works pretty well. The possibilities are numerous, and many explorations still necessary...
The underwater effect is mainly given by the movement of particles and especially by post Fx (fog, color correction, distortion, chromatic aberration, vigneting ...).

Unity 3d developer, VFX Graph, Visual Graph

January 2020

VFX Graph / Shader Graph

Category : None

A small test video of the new features offered by Unity 3d: Shader Graph and Visual Graph. Shader Graph makes possible to produce shaders fairly easily and quickly using a nodal system, and Visual Graph makes possible to create complex particle systems via GPU.
The big advantage of these tools is that they allow one to use the power of the graphics card (unlike the classic Unity particle system: Shuriken). Consequently, the available power is increased tenfold. Aesthetically, we can now consider some rather wonderful things.

I will perform a next test in VR, and also on a smartphone with the URP (Universal Render Pipeline) engine to see the result is also convincing.

Unity 3d developer, Shader graph, VFX Graph, Visual Graph

February 2019

Oculus Go virtual tour

Category : Development

After the Samsung Gear VR, I just finished a confidential virtual tour project with Oculus Go. Although I cannot communicate on it, this project will have allowed me to perfect a little more my VR virtual tours system that I developed under Unity 3d C# (based on videos and 360 photos).I'm trying to improve this system regularly in order to be able to respond quickly and efficiently to most requests on the subject.

Oculus Go, virtual tour, VR developer, Virtual Reality

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